The Spartans founded a single base last turn. I'm starting to think the angels turned both their colony pods into one base...
Attacked fungal tower, won fight, got morale upgrade. Took 60% damage. 10e.c. gain.
Founded Morgan industries next to pod. It's also next to pod to it's south. Lets wait until InfNet to pop it, and try and get a network node Production changed to synth garrison - the most expensive thing we could pop.
Popped pod. Energy bonus (Very strange that, I don't think I've EVER popped an energy bonus as my first pop. It's almost always a monolith or a nut bonus.) Changed MorInd back to scout
Moved the CP down SW. This is another rainy rolling square on a river. After discussion here founded the new base there. Morgan Metallurgy said the game, and I said ok.
Adjusted sliders to 30/10/60 for tech in 2. If we can pop the pod next to MorMet, then we should adjust to 50/0/50 for one extra e.c and no research lost. We will currently lose 1 research point when we research our next tech (Which will be InfNetworks, but I haven't selected that yet.). This is because our cost is 14, we have 1 accumulated from the pod, and next turn we will have 8. We would therefore need 6 more points. At 30/10/60, we are producing 7, but any labs points beyond exactly what is needed for the tech are lost, so we will lose one labs point from MorMet.
However, setting to 50/0/50 will net us 5 research points. This is one short of our target of six, so if we can pop a pod then we'll be exactly right. I want to try and leave the pod by MorInd to see if we can get a NetNode for free from it. However, if we can pop both pods (Unlikley, they're both on fungus), then we can leave sliders at 30/10/60 for 3 tech points towards our next tech, whcih will probably cost 28 points, although it may be 14 again. Theres a slim chance it will be 31 points.
End turn file attatched, images in next post.
Attacked fungal tower, won fight, got morale upgrade. Took 60% damage. 10e.c. gain.
Founded Morgan industries next to pod. It's also next to pod to it's south. Lets wait until InfNet to pop it, and try and get a network node Production changed to synth garrison - the most expensive thing we could pop.
Popped pod. Energy bonus (Very strange that, I don't think I've EVER popped an energy bonus as my first pop. It's almost always a monolith or a nut bonus.) Changed MorInd back to scout
Moved the CP down SW. This is another rainy rolling square on a river. After discussion here founded the new base there. Morgan Metallurgy said the game, and I said ok.
Adjusted sliders to 30/10/60 for tech in 2. If we can pop the pod next to MorMet, then we should adjust to 50/0/50 for one extra e.c and no research lost. We will currently lose 1 research point when we research our next tech (Which will be InfNetworks, but I haven't selected that yet.). This is because our cost is 14, we have 1 accumulated from the pod, and next turn we will have 8. We would therefore need 6 more points. At 30/10/60, we are producing 7, but any labs points beyond exactly what is needed for the tech are lost, so we will lose one labs point from MorMet.
However, setting to 50/0/50 will net us 5 research points. This is one short of our target of six, so if we can pop a pod then we'll be exactly right. I want to try and leave the pod by MorInd to see if we can get a NetNode for free from it. However, if we can pop both pods (Unlikley, they're both on fungus), then we can leave sliders at 30/10/60 for 3 tech points towards our next tech, whcih will probably cost 28 points, although it may be 14 again. Theres a slim chance it will be 31 points.
End turn file attatched, images in next post.
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